cisco martineZ.com
Cisco Martinez
Summary
I'm a veteran 3D/ Graphic Artist from Seattle, currently living and working remotely in Iowa! With over 20 years experience in the video game industry, I've done 3D modeling, Textures, Animation, Motion Graphic videos, UI / UX design, and Graphic Design.
Specialties: Maya, Photoshop, 3DS Max, After Effects, Illustrator, Lightroom, Blender, Substance Painter. Working knowledge of Unreal Editor, Unity, ZBrush, Mudbox, Premiere Pro.

Experience
Private Division (Take2)
Senior 3D Artist - contract
July 2020 - present
Remote 3D Artist on unreleased iOS platform action game. Motion Graphics, 3D modeling, and Video Editing. After Effects, Maya, Photoshop, Illustrator.
Ember Entertainment
Senior 3D Artist - contract
July 2020 - May 2020
Remote 3D Artist, created models for mobile platform game. Zombie themed game for iOS. Environment modeling, building design, vehicles, and weapons. Substance painter, Maya, Photoshop. Included vertex painting, modeling, shaders, textures and lighting.
Microsoft
Senior 3D Artist (CSG)
August 2018 - June 2019
Part of new team at Microsoft Cognition/Synthetics, creating and managing 3D content for cutting edge software in the field of machine learning and A.I. research. This is a contract position through 2019. Substance Painter, Maya 2019, Photoshop.
Wargaming Seattle
Senior 3D Technical Physics Artist
Jan 2015 - July 2018
3D Technical Artist, focusing on physics and dynamics for PC platform. During my time with Wargaming, I helped establish and document the entire pipeline for the destruction physics in the game. Using Havok, Maya, and other internal tools, I built the environment destruction process from the ground up. This included prototyping, physics simulations, animation, 3D modeling, shader and texture work. I also managed outsourced content from 2 small teams for quality control and established guidelines and blueprints for those teams.
Z2 Live
Senior 3D Artist - contract
April 2014 - Dec 2014
Principle vehicle Artist on mobile game for iOS platform. I managed or created all aircraft vehicles in a combat flight sim game using Maya, Unity 3D and internal software. I oversaw a small outsourcing team and drew up specs and documents for each vehicle asset. I also created all shaders, decals and logos for customization and DLC.
2d Software
PHOTOSHOP
AFTER EFFECTS
ILLUSTRATOR
FLASH
LIGHTROOM
3d Software
MAYA
3DS MAX
SUBSTANCE PAINTER
UNITY 3D
UNREAL EDITOR
BLENDER
Other
InDesign
Premiere Pro
ZBrush
Mud Box
Sketchup
Digital Laboratory Inc.
Motion Graphics / 3D Artist
Nov 2013 - Jan 2014
Created promotional videos for internal and external facing web content for clients such as Microsoft, Placefull, etc. using Adobe After Effects, Photoshop and Illustrator.
Teague - Seattle
Senior 3D Artist - Contract
Sept 2013 - Oct 2013
Senior 3D Artist. Created 3D vehicle and environment content for driving simulation program for unnamed client. Software used: Maya, 3DS Max, Photoshop, Unity 3D.
Microsoft
Senior 3D / UX Artist - CSG
Oct 2012 - Aug 2013
Senior artist on the Strategic Prototype team; responsible for Microsoft's "Home of the Future". 3D modeling, UX design, video production, and 3D Printing. This was an exciting team to work with, where I was involved in several interactive projects that ranged from motion video work, world-scale animation, and high resolution rendering, to complete concept Art to 3D printing on custom designs. I interfaced with several other teams to solve real-world interactive problems and provide solutions from storyboards, set renderings and model painting.
Undead Labs
Senior 3D Artist - Contract
May 2012 - July 2012
Created/optimized vehicle content for Xbox Live game State of Decay.
Zipper Interactive - Sony SCEA
Senior 3D Artist - Environments, Vehicles, Weapons
Mar 2008 - April 2012
Worked on several games for Sony's consoles.MAG for PS3:Created environment buildings, assets and props to fill huge multi-player levels. Worked closely with environment teams to share assets, textures, and materials to save memory footprint.SOCOM 4 for PS3: Modeled/textured weapons for character team. Rigged and tested weapons for use in single and multi-player maps. Created several destructible environment assets using Havok for use in dynamic single player levels. Consisted of rigging, compiling, testing, and exporting dynamic props to be used by environment team. Unit 13 for Vita:Modeled/textured vehicle and environment props for use throughout game levels. Included casting high res models and rigging/animating several vehicles for cinematic scenes. Managed all vehicle assets for all 10 playable levels, including military/civilian/air vehicles. Worked with Art Director to create custom level maps for UI team for every environment
THQ-Cranky Pants Games
Senior 3D Artist
July 2006 - Feb 2008
Worked on Destroy All Humans 3 for Xbox 360. Managed/created all vehicle content for entiregame using Maya, Photoshop, Unreal Editor 3. Worked with a producer and several outsourceartists offsite to populate every level with vehicles.Created 3D weapons for main character Crypto, based on concept art. Worked with studio headand led a small team of artists to redesign the branding of the newly named studio.
Amaze Entertainment
3D / FX Artist
June 2005 - June 2006
Worked on PSP version of 20th Century Fox's Eragon movie.Created VFX for dragons and general gameplay using internal FX generator. Modeled/texturedseveral assets for environment. Designed ingame and front UI menus for entire game.
Atari - Humongous Entertainment
Artist
May 1997 - May 2005
Humongous was my first job in the game industry. I cut my teeth on several PC titles, working oneverything from concepts, 2D animation, character modeling, rigging, UI design, 3D modeling,texturing, and lighting.
Education
Art Institute of Seattle
1995 - 1997
Associate of Applied Arts (A.A.)
Illustration / Graphic Design
Mesmer Animation Labs
2003 - 2003
3D animation course